Luckily I didn't find myself in there. But as I was trying to login out of curiosity if this was real or not (It is %100) I was noticing that some accounts require you to log in with your email account. I was wondering how I would set that up for me so I don't end up on this list.
Hi, I am somewhat of a noob to installing mods. I have installed "drag n' drop" mods just fine. But this mod is giving me trouble. I gave up after getting 7 black screens assuming it wasn't 1.3.1 compatible, but after seeing a few videos showcasing this mod I have to have it. So if someone could link me to a good install video or maybe just an already modded client for download I would be really grateful. I know I'm being a lazy noob here but I have to try.
I've read page 1 skipped the rest. Bears in forests, eagles in extreme hills, vultures in deserts, songbirds everywhere else, horses, sharks in oceans, burrowing animals such as moles, more than 1 type of fish, monkeys in jungles, rhinos and elephants (introduces ivory), herobrine (introduces lulz ), mountain goats, women, wild boars, crabs (shellfish), builders (villagers that build buildings) maybe even miners/woodsman/guards/bandits.
In my opinion a mob should nlt be added to the game unless it serves a purpose. Birds would be another source of feathers, goats have milk, bears have leather/ beef, moles create burrowing holes, sharks make the ocean dangerous, monkeys throw poop, women have breasts, and the rest of my suggestions create diversity.
I had a pretty cool idea involving trading, that the villagers had much more harder-to-attain items to buy and sell. It could also be conditional. For example, in an arctic biome, a villager would buy cactus for more, and sell it for more. Or in a desert biome, water buckets or maybe snow blocks could be worth more. Things like this would also tie into the randomly generated structures like the desert and jungle temples (If there were some items only attainable from them) and Overworld/Nether Fortresses.
I know that isn't much for an answer to the problem, but I feel it would remove alot of the grinding process of making as much of an object as possible, and give the player an incentive to go out and explore other biomes, and reward the player for it.
Cake.
Good idea. Unless a village is connected to another, their prices should vary depending on biome. Certain resources were worth more in countries without them until we figured out how to distribute them across the world, giving them a universal value only varied by the distance the resource travels. In other words, taiga biomes should not buy snow or ice, but sell it at a cheap price, and the same goes for deserts with cacti, jungles with cocoa beans/ vines, plains/ forests with animal products, and Extreme Hills with emeralds.
Best offers I've seen are 11 wheat for 1 emerald, or 11 raw chicken/ raw beef for 1 emerald. I got almost 75 emeralds just hording wheat/ meat and selling it all at once.
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I'm 20 years old, and your server sounds like just the thing for me!
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Now: "Why are people playing Dawnguard when 1.3 just came out!?!"
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In my opinion a mob should nlt be added to the game unless it serves a purpose. Birds would be another source of feathers, goats have milk, bears have leather/ beef, moles create burrowing holes, sharks make the ocean dangerous, monkeys throw poop, women have breasts, and the rest of my suggestions create diversity.
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Good idea. Unless a village is connected to another, their prices should vary depending on biome. Certain resources were worth more in countries without them until we figured out how to distribute them across the world, giving them a universal value only varied by the distance the resource travels. In other words, taiga biomes should not buy snow or ice, but sell it at a cheap price, and the same goes for deserts with cacti, jungles with cocoa beans/ vines, plains/ forests with animal products, and Extreme Hills with emeralds.
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